Files
solidcraft-upstream/crates/geom/src/mesh.rs
T
bherbruckandClaude Opus 5.5 a97af44979 M0: truck-based kernel with local fillets and chamfers, parametric document timeline
The kernel moved from monstertruck to truck: truck's booleans handle blind
holes, pockets and bosses that monstertruck's did not (see the ADR). Fillets
and chamfers on straight convex edges between planar faces are our own exact
local B-rep operation. The document holds parameters with unit-aware
expressions and a timeline that re-evaluates incrementally.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-07 17:18:16 +00:00

177 lines
5.8 KiB
Rust

use serde::{Deserialize, Serialize};
use crate::Vec3;
/// Axis-aligned bounding box.
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct Aabb3 {
pub min: Vec3,
pub max: Vec3,
}
impl Default for Aabb3 {
fn default() -> Self {
Aabb3::EMPTY
}
}
impl Aabb3 {
pub const EMPTY: Aabb3 = Aabb3 {
min: Vec3::new(f64::INFINITY, f64::INFINITY, f64::INFINITY),
max: Vec3::new(f64::NEG_INFINITY, f64::NEG_INFINITY, f64::NEG_INFINITY),
};
pub fn is_empty(&self) -> bool {
!(self.min.x <= self.max.x && self.min.y <= self.max.y && self.min.z <= self.max.z)
}
pub fn add(&mut self, p: Vec3) {
if p.is_finite() {
self.min = self.min.min(p);
self.max = self.max.max(p);
}
}
pub fn union(&self, o: &Aabb3) -> Aabb3 {
if self.is_empty() {
return *o;
}
if o.is_empty() {
return *self;
}
Aabb3 { min: self.min.min(o.min), max: self.max.max(o.max) }
}
pub fn center(&self) -> Vec3 {
if self.is_empty() { Vec3::ZERO } else { (self.min + self.max) * 0.5 }
}
pub fn size(&self) -> Vec3 {
if self.is_empty() { Vec3::ZERO } else { self.max - self.min }
}
pub fn diagonal(&self) -> f64 {
self.size().len()
}
}
/// An indexed triangle mesh with per-vertex normals, a face id per triangle (the B-rep face it
/// came from) and edge polylines (the B-rep edges, for display and picking).
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
pub struct Mesh {
pub positions: Vec<Vec3>,
pub normals: Vec<Vec3>,
/// Triangles as vertex index triples (counter-clockwise seen from outside).
pub triangles: Vec<[u32; 3]>,
/// B-rep face index per triangle.
pub tri_face: Vec<u32>,
/// B-rep edges as polylines.
pub edges: Vec<Vec<Vec3>>,
}
/// Mass properties of a closed mesh.
#[derive(Clone, Copy, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct MeshMeasure {
pub volume: f64,
pub area: f64,
pub centroid: Vec3,
}
impl Mesh {
pub fn tri(&self, t: &[u32; 3]) -> Option<[Vec3; 3]> {
Some([*self.positions.get(t[0] as usize)?, *self.positions.get(t[1] as usize)?, *self.positions.get(t[2] as usize)?])
}
pub fn bounds(&self) -> Aabb3 {
let mut b = Aabb3::EMPTY;
for p in &self.positions {
b.add(*p);
}
b
}
/// Signed volume (divergence theorem), surface area and volume centroid.
pub fn measure(&self) -> MeshMeasure {
let (mut v6, mut area, mut c) = (0.0, 0.0, Vec3::ZERO);
for t in &self.triangles {
let Some([a, b, cc]) = self.tri(t) else { continue };
let d = a.dot(b.cross(cc));
v6 += d;
c += (a + b + cc) * d;
area += (b - a).cross(cc - a).len() * 0.5;
}
let volume = v6 / 6.0;
let centroid = if v6.abs() > 1e-12 { c / (4.0 * v6) } else { self.bounds().center() };
MeshMeasure { volume, area, centroid }
}
/// Append another mesh (face ids offset by `face_offset`).
pub fn append(&mut self, o: &Mesh, face_offset: u32) {
let base = u32::try_from(self.positions.len()).unwrap_or(u32::MAX);
self.positions.extend_from_slice(&o.positions);
self.normals.extend_from_slice(&o.normals);
self.triangles.extend(o.triangles.iter().map(|t| [t[0].saturating_add(base), t[1].saturating_add(base), t[2].saturating_add(base)]));
self.tri_face.extend(o.tri_face.iter().map(|f| f.saturating_add(face_offset)));
self.edges.extend(o.edges.iter().cloned());
}
/// Number of triangles a ray crosses (for inside/outside tests on closed meshes).
pub fn ray_crossings(&self, o: Vec3, dir: Vec3) -> usize {
let mut n = 0;
for t in &self.triangles {
let Some([a, b, c]) = self.tri(t) else { continue };
let (e1, e2) = (b - a, c - a);
let p = dir.cross(e2);
let det = e1.dot(p);
if det.abs() < 1e-14 {
continue;
}
let inv = 1.0 / det;
let s = o - a;
let u = s.dot(p) * inv;
if !(0.0..1.0).contains(&u) {
continue;
}
let q = s.cross(e1);
let v = dir.dot(q) * inv;
if v < 0.0 || u + v >= 1.0 {
continue;
}
if e2.dot(q) * inv > 0.0 {
n += 1;
}
}
n
}
/// Point inside a closed mesh (majority vote of three skewed rays).
pub fn contains(&self, p: Vec3) -> bool {
let dirs = [Vec3::new(0.5773, 0.5774, 0.5776), Vec3::new(-0.6123, 0.3141, 0.7254), Vec3::new(0.2718, -0.8414, 0.4673)];
dirs.iter().filter(|d| self.ray_crossings(p, **d) % 2 == 1).count() >= 2
}
/// Closest intersection of a ray with the mesh: (distance along `dir`, triangle index).
pub fn raycast(&self, o: Vec3, dir: Vec3) -> Option<(f64, usize)> {
let mut best: Option<(f64, usize)> = None;
for (i, t) in self.triangles.iter().enumerate() {
let Some([a, b, c]) = self.tri(t) else { continue };
let (e1, e2) = (b - a, c - a);
let p = dir.cross(e2);
let det = e1.dot(p);
if det.abs() < 1e-14 {
continue;
}
let inv = 1.0 / det;
let s = o - a;
let u = s.dot(p) * inv;
if !(0.0..=1.0).contains(&u) {
continue;
}
let q = s.cross(e1);
let v = dir.dot(q) * inv;
if v < 0.0 || u + v > 1.0 {
continue;
}
let t = e2.dot(q) * inv;
if t > 1e-9 && best.is_none_or(|(bt, _)| t < bt) {
best = Some((t, i));
}
}
best
}
}